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	<title>Comments on: Therapists and Researchers Take Note: Excellent Gamer Vignettes</title>
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	<link>http://neilsclark.com/archives/106</link>
	<description>games, addiction and other serious business</description>
	<pubDate>Thu, 04 Dec 2008 20:20:57 +0000</pubDate>
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		<title>By: Shavaun</title>
		<link>http://neilsclark.com/archives/106/comment-page-1#comment-80</link>
		<dc:creator>Shavaun</dc:creator>
		<pubDate>Tue, 01 May 2007 04:54:05 +0000</pubDate>
		<guid isPermaLink="false">http://neilsclark.com/archives/106#comment-80</guid>
		<description>Absolutely terrific post and comments (since it's my particular area of interest...).  

This is an important point from Jerald:

"Thus, I believe most therapists never screen for or detect pathologic computer use in their patients. And, for those that do, I would guess that most consider the game (or internet) use a problem to be eliminated - not a psychological defense mechanism that may have value..."

RIGHT ON!!

The behavior is serving a purpose, and it's critical that we understand what that purpose is.

From what I have observed, clinicians with established practices tend to be a bit older than the average gamer (okay, sometimes a lot older) and most are somewhat (or a lot) tech-illiterate.  In my private practice I see people with obsessive game play (or other problematic behavior they are engaging in over the net) and family members are often entirely ignorant.  Therapists don't even ask about it, and don't know what they're hearing if the topic does come up.  It's almost willfull ignorance, as if the subject is frivolous and not worth discussing.

In my part-time clinic position, I regularly review charts and treatment plans done by other clinicians and often see "good at  computer games" listed as a strength.  They don't even know what they're writing about, how can they know the way that the gaming process is affecting this individual?

I've been saving stories from recent crisis contacts involving teen/parental violence precipatated by parents attempts to get them off the game.  Maybe I'll write up a few vignettes when I get a little time.

Good job Neils, and thanks Jerald.</description>
		<content:encoded><![CDATA[<p>Absolutely terrific post and comments (since it&#8217;s my particular area of interest&#8230;).  </p>
<p>This is an important point from Jerald:</p>
<p>&#8220;Thus, I believe most therapists never screen for or detect pathologic computer use in their patients. And, for those that do, I would guess that most consider the game (or internet) use a problem to be eliminated - not a psychological defense mechanism that may have value&#8230;&#8221;</p>
<p>RIGHT ON!!</p>
<p>The behavior is serving a purpose, and it&#8217;s critical that we understand what that purpose is.</p>
<p>From what I have observed, clinicians with established practices tend to be a bit older than the average gamer (okay, sometimes a lot older) and most are somewhat (or a lot) tech-illiterate.  In my private practice I see people with obsessive game play (or other problematic behavior they are engaging in over the net) and family members are often entirely ignorant.  Therapists don&#8217;t even ask about it, and don&#8217;t know what they&#8217;re hearing if the topic does come up.  It&#8217;s almost willfull ignorance, as if the subject is frivolous and not worth discussing.</p>
<p>In my part-time clinic position, I regularly review charts and treatment plans done by other clinicians and often see &#8220;good at  computer games&#8221; listed as a strength.  They don&#8217;t even know what they&#8217;re writing about, how can they know the way that the gaming process is affecting this individual?</p>
<p>I&#8217;ve been saving stories from recent crisis contacts involving teen/parental violence precipatated by parents attempts to get them off the game.  Maybe I&#8217;ll write up a few vignettes when I get a little time.</p>
<p>Good job Neils, and thanks Jerald.</p>
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		<title>By: Neils Clark</title>
		<link>http://neilsclark.com/archives/106/comment-page-1#comment-77</link>
		<dc:creator>Neils Clark</dc:creator>
		<pubDate>Sat, 28 Apr 2007 05:56:52 +0000</pubDate>
		<guid isPermaLink="false">http://neilsclark.com/archives/106#comment-77</guid>
		<description>"The Columbine shooter, Eric Harris, only began making actual plans to blow up his school after his parents banned him from computer access for about a month, on the advice of a therapist."

Well butter my bread. That is fascinating. I need to find a source for that!

In terms of a preference for existence, well put. I think that we ultimately need to begin seeing MMO games as a media which adds another layer to culture. Just as television, cellphones, and other technologies give us very unique forms of experience, i.e. we watch Barney the Dinosaur, or we talk to Fred on our cellphone, games continue our human tradition of storytelling and experience. We have a desire, as JRR Tolkien said, "to survey the depths of space and time, and to hold communion with other living beings." Games extend on old techs by giving us interaction with worlds, whether populated by fake people, real people, or rotating blocks. 

They're what I'd call a 'real illusion' It's a world, but it sits in this interesting half-life (Isn't that right Dr. Gordon Freeman). I think that as we get a research, and then societal understanding of what underlies problem play, that we may (depending on what we find) start to see games meant to balance a player's success in the primary and secondary world. If not that, then at least have therapists who know what the hell a game is. =P</description>
		<content:encoded><![CDATA[<p>&#8220;The Columbine shooter, Eric Harris, only began making actual plans to blow up his school after his parents banned him from computer access for about a month, on the advice of a therapist.&#8221;</p>
<p>Well butter my bread. That is fascinating. I need to find a source for that!</p>
<p>In terms of a preference for existence, well put. I think that we ultimately need to begin seeing MMO games as a media which adds another layer to culture. Just as television, cellphones, and other technologies give us very unique forms of experience, i.e. we watch Barney the Dinosaur, or we talk to Fred on our cellphone, games continue our human tradition of storytelling and experience. We have a desire, as JRR Tolkien said, &#8220;to survey the depths of space and time, and to hold communion with other living beings.&#8221; Games extend on old techs by giving us interaction with worlds, whether populated by fake people, real people, or rotating blocks. </p>
<p>They&#8217;re what I&#8217;d call a &#8216;real illusion&#8217; It&#8217;s a world, but it sits in this interesting half-life (Isn&#8217;t that right Dr. Gordon Freeman). I think that as we get a research, and then societal understanding of what underlies problem play, that we may (depending on what we find) start to see games meant to balance a player&#8217;s success in the primary and secondary world. If not that, then at least have therapists who know what the hell a game is. =P</p>
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		<title>By: Jerald Block</title>
		<link>http://neilsclark.com/archives/106/comment-page-1#comment-76</link>
		<dc:creator>Jerald Block</dc:creator>
		<pubDate>Sat, 28 Apr 2007 04:32:56 +0000</pubDate>
		<guid isPermaLink="false">http://neilsclark.com/archives/106#comment-76</guid>
		<description>Very well said.  I don't disagree with any of this, except perhaps one point.  

You note that a "good therapist" will weigh the pro and cons before stopping their patient's game use.  That implies a certain degree of knowledge on the part of the therapist - they have to understand how and why computers and the games are used.  In my experience, some of the best therapists I know have scant knowledge in this area.  Call it temperment or whatever, they are computer-phobic.  I can't tell you the number of case conferences that I have been to where the issue has been overlooked.  

Thus, I believe most therapist never screen for or detect pathologic computer use in their patients.  And, for those that do, I would guess that most consider the game (or internet) use a problem to be eliminated - not a psychological defense mechanism that may have value.

The Columbine shooter, Eric Harris, only began making actual plans to blow up his school after his parents banned him from computer access for about a month, on the advice of a therapist.

As for your theory on virtual vs. real life success, I believe they are generally inversely related.  There are exceptions, like the people who have made a good living from their ebay stores or farming in MMORPGs.  At any rate, success in the virtual may lead people to be confused as to where they exist... or prefer to, at any rate.</description>
		<content:encoded><![CDATA[<p>Very well said.  I don&#8217;t disagree with any of this, except perhaps one point.  </p>
<p>You note that a &#8220;good therapist&#8221; will weigh the pro and cons before stopping their patient&#8217;s game use.  That implies a certain degree of knowledge on the part of the therapist - they have to understand how and why computers and the games are used.  In my experience, some of the best therapists I know have scant knowledge in this area.  Call it temperment or whatever, they are computer-phobic.  I can&#8217;t tell you the number of case conferences that I have been to where the issue has been overlooked.  </p>
<p>Thus, I believe most therapist never screen for or detect pathologic computer use in their patients.  And, for those that do, I would guess that most consider the game (or internet) use a problem to be eliminated - not a psychological defense mechanism that may have value.</p>
<p>The Columbine shooter, Eric Harris, only began making actual plans to blow up his school after his parents banned him from computer access for about a month, on the advice of a therapist.</p>
<p>As for your theory on virtual vs. real life success, I believe they are generally inversely related.  There are exceptions, like the people who have made a good living from their ebay stores or farming in MMORPGs.  At any rate, success in the virtual may lead people to be confused as to where they exist&#8230; or prefer to, at any rate.</p>
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		<title>By: Neils Clark</title>
		<link>http://neilsclark.com/archives/106/comment-page-1#comment-75</link>
		<dc:creator>Neils Clark</dc:creator>
		<pubDate>Fri, 27 Apr 2007 23:00:53 +0000</pubDate>
		<guid isPermaLink="false">http://neilsclark.com/archives/106#comment-75</guid>
		<description>Just one last side note. Something that seems implied by you, Shavaun, Nick Yee and a few others, is that a person can be highly functioning inside of the game, but the same may or may not be true for this personâ€™s real life. Iâ€™m not sure that I would suggest an inverse relationship, but itâ€™s fascinating, I think, that someone can shift their focus onto maintaining functionality in a secondary world. In so doing, they can very often give their primary life the bare necessities. 

But here I go, opening a dozen different cans of wormsâ€¦</description>
		<content:encoded><![CDATA[<p>Just one last side note. Something that seems implied by you, Shavaun, Nick Yee and a few others, is that a person can be highly functioning inside of the game, but the same may or may not be true for this personâ€™s real life. Iâ€™m not sure that I would suggest an inverse relationship, but itâ€™s fascinating, I think, that someone can shift their focus onto maintaining functionality in a secondary world. In so doing, they can very often give their primary life the bare necessities. </p>
<p>But here I go, opening a dozen different cans of wormsâ€¦</p>
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	<item>
		<title>By: Neils Clark</title>
		<link>http://neilsclark.com/archives/106/comment-page-1#comment-74</link>
		<dc:creator>Neils Clark</dc:creator>
		<pubDate>Fri, 27 Apr 2007 22:55:14 +0000</pubDate>
		<guid isPermaLink="false">http://neilsclark.com/archives/106#comment-74</guid>
		<description>Thanks for taking the time to post, Jerald. 

Absolutely, computers can be and are used in unique defensive patterns. If a piece of software keeps somebody from committing suicide, then Iâ€™m all for it. Itâ€™s certainly not something to remove lightly. At the same time, and Iâ€™m sure youâ€™d probably agree here, a good therapist is going to weigh the pros &lt;em&gt;and&lt;/em&gt; cons of an individualâ€™s computer use. Sometimes the gaming is causing more problems than itâ€™s solving, and sometimes a gamer is going to need competent help in separating themselves from playing badly. 


You note that in all likelihood, when removing games we play with fire, â€œthe patient is then flooded with aggressive/self-destructive emotions.  Some patients then seek out more destructive "aids" to help them avoid the unpleasant emotions.â€

This is certainly the case. At the same time Iâ€™ve spoken with gamers who, after quitting MMO games, feel incredibly relieved. Maintaining functionality inside of a game world seems to consistently encroach on functionality for peopleâ€™s real lives. At some point after quitting (maybe the day they quit, maybe six months later), they feel the draw of games, probably for a number of reasons all likely unique and based on what the game satisfied for them initially. That said, those who experience this, all likely feel a similar sensation of pull. Itâ€™s the dopamine reward button, and they want the game to be able to push it again.

It seems like we have a construct that is of immense value to some, like functional gamers as well as people with the Axis II disorders. At the same time, I canâ€™t help but wonder if there are hooks in these games that can cause reasonably functional people to begin playing excessively. 

I wonder if you have any opinions on this? I donâ€™t really think that there are any right or wrong answers, because we have so many people doing work that is the opposite of helpful. One thing thatâ€™s really valuable is what you and Sara E. Allison, et. al. (&lt;a href="http://neilsclark.com/archives/45" rel="nofollow"&gt;that article discussed here&lt;/a&gt;, just scroll down a bit) are doing, in presenting the complexities. In this way we can begin going beyond Youngâ€™s base and basic criteria, presenting therapists with material that can actually help sharpen them to the nuances that lie in every patient. </description>
		<content:encoded><![CDATA[<p>Thanks for taking the time to post, Jerald. </p>
<p>Absolutely, computers can be and are used in unique defensive patterns. If a piece of software keeps somebody from committing suicide, then Iâ€™m all for it. Itâ€™s certainly not something to remove lightly. At the same time, and Iâ€™m sure youâ€™d probably agree here, a good therapist is going to weigh the pros <em>and</em> cons of an individualâ€™s computer use. Sometimes the gaming is causing more problems than itâ€™s solving, and sometimes a gamer is going to need competent help in separating themselves from playing badly. </p>
<p>You note that in all likelihood, when removing games we play with fire, â€œthe patient is then flooded with aggressive/self-destructive emotions.  Some patients then seek out more destructive &#8220;aids&#8221; to help them avoid the unpleasant emotions.â€</p>
<p>This is certainly the case. At the same time Iâ€™ve spoken with gamers who, after quitting MMO games, feel incredibly relieved. Maintaining functionality inside of a game world seems to consistently encroach on functionality for peopleâ€™s real lives. At some point after quitting (maybe the day they quit, maybe six months later), they feel the draw of games, probably for a number of reasons all likely unique and based on what the game satisfied for them initially. That said, those who experience this, all likely feel a similar sensation of pull. Itâ€™s the dopamine reward button, and they want the game to be able to push it again.</p>
<p>It seems like we have a construct that is of immense value to some, like functional gamers as well as people with the Axis II disorders. At the same time, I canâ€™t help but wonder if there are hooks in these games that can cause reasonably functional people to begin playing excessively. </p>
<p>I wonder if you have any opinions on this? I donâ€™t really think that there are any right or wrong answers, because we have so many people doing work that is the opposite of helpful. One thing thatâ€™s really valuable is what you and Sara E. Allison, et. al. (<a href="http://neilsclark.com/archives/45" rel="nofollow">that article discussed here</a>, just scroll down a bit) are doing, in presenting the complexities. In this way we can begin going beyond Youngâ€™s base and basic criteria, presenting therapists with material that can actually help sharpen them to the nuances that lie in every patient.</p>
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	<item>
		<title>By: Jerald Block</title>
		<link>http://neilsclark.com/archives/106/comment-page-1#comment-73</link>
		<dc:creator>Jerald Block</dc:creator>
		<pubDate>Wed, 25 Apr 2007 23:19:49 +0000</pubDate>
		<guid isPermaLink="false">http://neilsclark.com/archives/106#comment-73</guid>
		<description>Thanks for the kind write-up.  

With regards to pre-existing diagnoses, what I meant is that one finds something else that led to the game playing - OCD, depression, anxiety, Axis II personality disorder, etc..  The computer helps the individual deal with that issue.  Thus, the depressed person might feel less isolated, the anxious person might feel safer, the OCD patient has a predictable, well-controlled place to play, and so on.  

There is no rule, though. With the different types of disorders, the computer can be used defensively in unique ways to help that individual cope.  The danger one sees when abruptly discontinuing the computer use is that we do not recognize the purpose behind the gaming.  Thus, the computer is disconnected and with it the coping mechanism - the defense - is suddenly removed; the patient is then flooded with aggressive/self-destructive emotions.  Some patients then seek out more destructive "aids" to help them avoid the unpleasant emotions.  

I have never seen someone who just came in for excessive computer gaming and who did not have other issues that the gaming helped with.  The symptom exists for a reason.

Incidentally, I agree with you.  There is a need for better data and obtaining it will take some time.

Regards,

Jerald</description>
		<content:encoded><![CDATA[<p>Thanks for the kind write-up.  </p>
<p>With regards to pre-existing diagnoses, what I meant is that one finds something else that led to the game playing - OCD, depression, anxiety, Axis II personality disorder, etc..  The computer helps the individual deal with that issue.  Thus, the depressed person might feel less isolated, the anxious person might feel safer, the OCD patient has a predictable, well-controlled place to play, and so on.  </p>
<p>There is no rule, though. With the different types of disorders, the computer can be used defensively in unique ways to help that individual cope.  The danger one sees when abruptly discontinuing the computer use is that we do not recognize the purpose behind the gaming.  Thus, the computer is disconnected and with it the coping mechanism - the defense - is suddenly removed; the patient is then flooded with aggressive/self-destructive emotions.  Some patients then seek out more destructive &#8220;aids&#8221; to help them avoid the unpleasant emotions.  </p>
<p>I have never seen someone who just came in for excessive computer gaming and who did not have other issues that the gaming helped with.  The symptom exists for a reason.</p>
<p>Incidentally, I agree with you.  There is a need for better data and obtaining it will take some time.</p>
<p>Regards,</p>
<p>Jerald</p>
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